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authorrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
committerrubidium <rubidium@openttd.org>2007-01-02 19:19:48 +0000
commit013df98f79866a75f367853c9e436f3c5c79f645 (patch)
treead4a63860df2626b22f77e7dac712e958bea54cb /src/console.h
parent3d32fd3f4bfaceb8a48530fbc2f4bd5db2752596 (diff)
downloadopenttd-013df98f79866a75f367853c9e436f3c5c79f645.tar.xz
(svn r7759) -Merge: makefile rewrite. This merge features:
- A proper ./configure, so everything needs to be configured only once, not for every make. - Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies. - A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC. - Proper support for OSX universal binaries. - Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files. - Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files. Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
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diff --git a/src/console.h b/src/console.h
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+/* $Id$ */
+
+#ifndef CONSOLE_H
+#define CONSOLE_H
+
+// maximum length of a typed in command
+#define ICON_CMDLN_SIZE 255
+// maximum length of a totally expanded command
+#define ICON_MAX_STREAMSIZE 1024
+
+typedef enum IConsoleVarTypes {
+ ICONSOLE_VAR_BOOLEAN,
+ ICONSOLE_VAR_BYTE,
+ ICONSOLE_VAR_UINT16,
+ ICONSOLE_VAR_UINT32,
+ ICONSOLE_VAR_INT16,
+ ICONSOLE_VAR_INT32,
+ ICONSOLE_VAR_STRING
+} IConsoleVarTypes;
+
+typedef enum IConsoleModes {
+ ICONSOLE_FULL,
+ ICONSOLE_OPENED,
+ ICONSOLE_CLOSED
+} IConsoleModes;
+
+typedef enum IConsoleHookTypes {
+ ICONSOLE_HOOK_ACCESS,
+ ICONSOLE_HOOK_PRE_ACTION,
+ ICONSOLE_HOOK_POST_ACTION
+} IConsoleHookTypes;
+
+/** --Hooks--
+ * Hooks are certain triggers get get accessed/executed on either
+ * access, before execution/change or after execution/change. This allows
+ * for general flow of permissions or special action needed in some cases
+ */
+typedef bool IConsoleHook(void);
+typedef struct IConsoleHooks{
+ IConsoleHook *access; // trigger when accessing the variable/command
+ IConsoleHook *pre; // trigger before the variable/command is changed/executed
+ IConsoleHook *post; // trigger after the variable/command is changed/executed
+} IConsoleHooks;
+
+/** --Commands--
+ * Commands are commands, or functions. They get executed once and any
+ * effect they produce are carried out. The arguments to the commands
+ * are given to them, each input word seperated by a double-quote (") is an argument
+ * If you want to handle multiple words as one, enclose them in double-quotes
+ * eg. 'say "hello sexy boy"'
+ */
+typedef bool (IConsoleCmdProc)(byte argc, char *argv[]);
+
+struct IConsoleCmd;
+typedef struct IConsoleCmd {
+ char *name; // name of command
+ struct IConsoleCmd *next; // next command in list
+
+ IConsoleCmdProc *proc; // process executed when command is typed
+ IConsoleHooks hook; // any special trigger action that needs executing
+} IConsoleCmd;
+
+/** --Variables--
+ * Variables are pointers to real ingame variables which allow for
+ * changing while ingame. After changing they keep their new value
+ * and can be used for debugging, gameplay, etc. It accepts:
+ * - no arguments; just print out current value
+ * - '= <new value>' to assign a new value to the variable
+ * - '++' to increase value by one
+ * - '--' to decrease value by one
+ */
+struct IConsoleVar;
+typedef struct IConsoleVar {
+ char *name; // name of the variable
+ struct IConsoleVar *next; // next variable in list
+
+ void *addr; // the address where the variable is pointing at
+ uint32 size; // size of the variable, used for strings
+ char *help; // the optional help string shown when requesting information
+ IConsoleVarTypes type; // type of variable (for correct assignment/output)
+ IConsoleCmdProc *proc; // some variables need really special handling, use a callback function for that
+ IConsoleHooks hook; // any special trigger action that needs executing
+} IConsoleVar;
+
+/** --Aliases--
+ * Aliases are like shortcuts for complex functions, variable assignments,
+ * etc. You can use a simple alias to rename a longer command (eg 'lv' for
+ * 'list_vars' for example), or concatenate more commands into one
+ * (eg. 'ng' for 'load %A; unpause; debug_level 5'). Aliases can parse the arguments
+ * given to them in the command line.
+ * - "%A - %Z" substitute arguments 1 t/m 26
+ * - "%+" lists all parameters keeping them seperated
+ * - "%!" also lists all parameters but presenting them to the aliased command as one argument
+ * - ";" allows for combining commands (see example 'ng')
+ */
+struct IConsoleAlias;
+typedef struct IConsoleAlias {
+ char *name; // name of the alias
+ struct IConsoleAlias *next; // next alias in list
+
+ char *cmdline; // command(s) that is/are being aliased
+} IConsoleAlias;
+
+/* console parser */
+VARDEF IConsoleCmd *_iconsole_cmds; // list of registred commands
+VARDEF IConsoleVar *_iconsole_vars; // list of registred vars
+VARDEF IConsoleAlias *_iconsole_aliases; // list of registred aliases
+
+/* console colors/modes */
+VARDEF byte _icolour_def;
+VARDEF byte _icolour_err;
+VARDEF byte _icolour_warn;
+VARDEF byte _icolour_dbg;
+VARDEF byte _icolour_cmd;
+VARDEF IConsoleModes _iconsole_mode;
+
+/* console functions */
+void IConsoleInit(void);
+void IConsoleFree(void);
+void IConsoleClearBuffer(void);
+void IConsoleResize(Window *w);
+void IConsoleSwitch(void);
+void IConsoleClose(void);
+void IConsoleOpen(void);
+
+/* console output */
+void IConsolePrint(uint16 color_code, const char *string);
+void CDECL IConsolePrintF(uint16 color_code, const char *s, ...);
+void IConsoleDebug(const char *dbg, const char *string);
+void IConsoleWarning(const char *string);
+void IConsoleError(const char *string);
+
+/* Commands */
+void IConsoleCmdRegister(const char *name, IConsoleCmdProc *proc);
+void IConsoleAliasRegister(const char *name, const char *cmd);
+IConsoleCmd *IConsoleCmdGet(const char *name);
+IConsoleAlias *IConsoleAliasGet(const char *name);
+
+/* Variables */
+void IConsoleVarRegister(const char *name, void *addr, IConsoleVarTypes type, const char *help);
+void IConsoleVarStringRegister(const char *name, void *addr, uint32 size, const char *help);
+IConsoleVar* IConsoleVarGet(const char *name);
+void IConsoleVarPrintGetValue(const IConsoleVar *var);
+void IConsoleVarPrintSetValue(const IConsoleVar *var);
+
+/* Parser */
+void IConsoleCmdExec(const char *cmdstr);
+void IConsoleVarExec(const IConsoleVar *var, byte tokencount, char *token[]);
+
+/* console std lib (register ingame commands/aliases/variables) */
+void IConsoleStdLibRegister(void);
+
+/* Hooking code */
+void IConsoleCmdHookAdd(const char *name, IConsoleHookTypes type, IConsoleHook *proc);
+void IConsoleVarHookAdd(const char *name, IConsoleHookTypes type, IConsoleHook *proc);
+void IConsoleVarProcAdd(const char *name, IConsoleCmdProc *proc);
+
+/* Supporting functions */
+bool GetArgumentInteger(uint32 *value, const char *arg);
+#endif /* CONSOLE_H */